My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Good

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Wizard P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows Earthquake Tornado

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Firecracker Wizard Electro Wizard
The Log
Firecracker
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Wizard P.E.K.K.A Electro Wizard
Fireball
Firecracker Wizard Electro Wizard
Poison
Firecracker Wizard Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Earthquake Wizard Tornado

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Tornado P.E.K.K.A

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Arrows Firecracker Earthquake Tornado Electro Wizard Wizard P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Zap Arrows Firecracker Earthquake

Attack Synergies 10 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Arrows Firecracker Earthquake Tornado P.E.K.K.A Electro Wizard
Arrows
Zap P.E.K.K.A Earthquake
Firecracker
Zap Earthquake Tornado P.E.K.K.A
Earthquake
Zap Arrows Firecracker Tornado P.E.K.K.A
Wizard
Tornado P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A Firecracker Earthquake
P.E.K.K.A
Zap Arrows Tornado Electro Wizard Firecracker Earthquake Wizard
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 3 16

Zap
Electro Wizard Arrows Firecracker Earthquake Tornado P.E.K.K.A
Arrows
Zap Tornado P.E.K.K.A
Firecracker
Zap Earthquake Tornado P.E.K.K.A Electro Wizard
Earthquake
Zap Firecracker Tornado
Wizard
Tornado P.E.K.K.A Electro Wizard
Tornado
Wizard P.E.K.K.A Zap Arrows Firecracker Earthquake Electro Wizard
P.E.K.K.A
Tornado Zap Arrows Firecracker Wizard Electro Wizard
Electro Wizard
Zap Firecracker Wizard Tornado P.E.K.K.A

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Zap Firecracker Wizard Electro Wizard
P.E.K.K.A Zap Firecracker Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker Earthquake Tornado P.E.K.K.A
Arrows Tornado Zap Firecracker Earthquake Electro Wizard
Tornado Electro Wizard Zap Arrows Firecracker Wizard
Earthquake Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Tornado Firecracker Electro Wizard
Electro Wizard Zap Arrows Firecracker Earthquake Wizard Tornado
Arrows Zap Firecracker Wizard Tornado Electro Wizard
P.E.K.K.A Zap Earthquake Wizard Electro Wizard
Wizard Zap Arrows Firecracker Earthquake Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap P.E.K.K.A Electro Wizard
Wizard Arrows Firecracker Tornado P.E.K.K.A Electro Wizard
Arrows Zap Firecracker Wizard Tornado Electro Wizard
Zap Arrows Earthquake Wizard Tornado Firecracker Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Arrows Firecracker Earthquake P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Firecracker Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A
Arrows Firecracker Wizard Zap Tornado Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker Tornado
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows Tornado Electro Wizard
P.E.K.K.A Wizard
Wizard Firecracker
Electro Wizard Zap Firecracker Tornado P.E.K.K.A
Arrows Zap Firecracker Earthquake Wizard P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake Arrows Firecracker
Arrows Firecracker Zap Tornado Electro Wizard
Earthquake Arrows
Earthquake Arrows Firecracker
Wizard Zap Arrows Firecracker Earthquake
Arrows Firecracker Wizard Zap Tornado
Arrows Firecracker Earthquake Wizard Tornado
Arrows Earthquake Zap Firecracker Wizard Tornado
Arrows Zap Firecracker Wizard Tornado
Tornado Electro Wizard
Firecracker Zap Arrows Earthquake Wizard Tornado Electro Wizard
Zap Arrows Firecracker Wizard Tornado
Earthquake Firecracker
Earthquake Arrows Firecracker
Earthquake Zap Arrows Firecracker
Earthquake Zap Arrows Firecracker Wizard
Earthquake Arrows Firecracker Wizard
Arrows Earthquake Tornado
Zap Arrows Firecracker Earthquake Wizard Electro Wizard
Zap Arrows Firecracker Earthquake Wizard Tornado
Earthquake
Arrows Wizard Tornado
Tornado
Earthquake Zap Arrows
Zap Arrows Firecracker Earthquake Tornado Wizard
Arrows Firecracker Zap Earthquake Wizard Tornado Electro Wizard
Zap Arrows Wizard Tornado
Zap Arrows Firecracker Tornado
Zap Arrows Firecracker Wizard Tornado Electro Wizard
Zap Electro Wizard Firecracker Wizard
Zap Arrows Earthquake Wizard
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker Earthquake Wizard
Zap Earthquake Electro Wizard
Zap Arrows Firecracker Wizard Tornado Electro Wizard
Arrows
Firecracker Wizard Electro Wizard
Arrows Zap Firecracker Earthquake Wizard
Zap Arrows Tornado
Firecracker P.E.K.K.A
Zap Firecracker Tornado Electro Wizard
Firecracker Zap Tornado Electro Wizard
Zap Firecracker Tornado Electro Wizard
P.E.K.K.A
Firecracker Wizard

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